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Susano

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  1. VICTOR SHUTROV Val CHA Cost Roll Notes 28 STR 18 15- Lift 1200 kg; 5 1/2d6 HTH Damage 18 DEX 24 13- OCV: 6 / DCV: 6 25 CON 30 14- 20 BODY 20 13- 25 INT 15 14- PER Roll 14- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 12 PD 6 Total: 12 PD (6 rPD) 10 ED 5 Total: 10 ED (5 rED) 4 SPD 12 Phases: 3, 6, 9, 12 11 REC 0 50 END 0 50 STUN 3 Total Characteristics Cost: 158 Movement: Running: 7" / 14" Swimming: 2" / 4" Cost Powers & Skills 7 Bio-Technical Augmentation: Reduced Endurance (1/2 END; +1/4) on 28 STR, END 1 5 Toughness: Damage Resistance (6 PD/5 ED); Doesn't Stop Penetration (-1/4) 4 Huge: Knockback Resistance -2" KB 2 Huge: Running: +1" (7" total), END 1 4 Reach: Stretching 1â€, Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) Skills: 24 Combat Skill Levels: +3 with Combat 0 AK: Russia 8- 3 Climbing 13- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 KS: Military/Mercenary/Terrorist World 14- 3 KS: Soviet Military History and Customs 14- 2 Language: English (Fluent) 2 Language: Japanese (Fluent) 0 Language: Russian (native) 3 Navigation 14- 0 Paramedic 8- 2 PS: Solider 11- 0 Shadowing 8- 3 Stealth 13- 2 Survival (Temperate/Subtropical) 14- 2 TF: Small Motorized Ground Vehicles, Parachute (Basic, Advanced) 3 Tracking 14- 6 WF: Small Arms, Grenade Launcher, HMG, Knife, Rocket Launcher 80 Total Powers & Skills Cost 238 Total Character Cost 150+ Disadvantages 15 Distinctive Features: Huge Size And Scarred Face (NC) 10 Hunted: Soviet Spetnaz Special Corp (MoPow, Watching, NCI) 8- 5 Physical Limitation: Large (I, S) 15 Psychological Limitation: Russian Patriot ("Is for our country, is good!") (C, S) 10 "Psychological Limitation: We permit no dictator of the world!" (U, S) 20 Social Limitation: Subject To Orders (VF, M) 13 Just Huge Bonus 238 Total Disadvantage Points Designer's Notes: Victor stats that his strength and intelligence are 10 times normal. As Hero STR doubles every 5 points, it was easy to determine his final STR score. The 25 INT was achieved using the same method. Background/History: Victor is a member of the Soviet Spetnaz Special Corps, and Koichi Moroha's partner in the search for the Fire Orb. Personality/Motivation: Victor doesn't care that he is a "freak of biotechnology" and seems to feel that the end justifies the means in terms of himself and his actions. On the other hand, he does not care for Koichi Moroha's plans to use the Fire Orb to take over the planet. He seems to desire a balance of power between the superpowers, and not total domination. Quote: "Is for our country, is good!" "We permit no dictator of the world!" Powers/Tactics: Victor's immense size and strength make him a very durable opponent. He withstand small arms fire, and can hurl someone like Yu Omine (in his armored suit) around with ease. Appearance: Victor is a towering giant, standing some 8-9 feet tall. Apparently, his great size is the result of biotechnology, which has given him strength and intelligence 10 times that of a normal human. (Victor Shutrov created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  2. OBORO Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage 30 DEX 60 15- OCV: 10 / DCV: 10 23 CON 26 14- 15 BODY 10 12- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 12 PD 9 Total: 12 PD (0 rPD) 12 ED 7 Total: 10 ED (0 rED) 6 SPD 20 Phases: 2, 4. 6, 8, 10, 12 8 REC 0 46 END 0 35 STUN 0 Total Characteristics Cost: 180 Movement: Running: 6" / 12" Superleap: 6" / 12" Swimming: 2" / 4" Teleport: 20" Cost Powers & Skills Martial Arts: "Kung Fu" Maneuver OCV DCV Damage 4 Block +2 +2 Block: Abort 5 Flying Dodge +0 +4 Dodge vs All; Abort, Full Move 3 Joint Lock -1 -1 Grab, 45 STR Hold 5 Kick +1 -2 12d6 Strike 3 Legsweep +2 -1 8d6 Strike; Target Falls 4 Punch +2 +0 10d6 Strike 8 +4 Damage Classes with MA 93 Dim Mak: Drain BODY 10d6, Invisible To Sight And Hearing Groups (+3/4), Delayed Return Rate (BODY returns at the rate of 5 Character Points Per Week (+1 3/4); 4 Uses/Day (-1), Gradual Effect (1d6 BODY Drain Per 20 Minutes (-1), Can Be Cured By Chinese Healing (-1/4), Only Versus Humans (-1/2) 46 Deactivation Strike: Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+1/2), Invisible To Sight Group (+1/2); Entangle Is Versus CON Instead Of STR (-1/2), Entangle Wears Off Over Time (-1/4), END 8 39 Internal Chi Strike: HA +7d6, Indirect (+1/4); Hand-To-Hand Attack (-1/2), END 3 3 Leaping: +3" (6" Total), END 2 23 Instantaneous Movement: Teleport: 20"; No Non-Combat Multiple (-1/4), Only To Places The Character Can Normally Reach (-1/2), END 4 37 Multiple Selves: Sight Group Images, -6 to PER Roll, Increased Size (16" Radius; +1); No Range (-1/2), END 6 Skills: 20 Combat Skill Levels: +4 with Hand-to-Hand 3 Acting 13- 3 Acrobatics 15- 5 Analyze Style 15- 3 Breakfall 15- 0 AK: Japan 8- 3 Climbing 15- 0 Concealment 8- 3 Contortionist 15- 0 Conversation 8- 0 Deduction 8- 2 KS: Arcam Foundation 11- 3 KS: "Kung Fu" 13- 3 KS: The Martial World 13- 3 Language: Chinese (Mandarin or Cantonese) (Fluent) 3 Language: English (fluent) 0 Language: Japanese (native) 0 Paramedic 8- 3 PS: Sensei 13- 2 PS: Striker 11- 0 Shadowing 8- 3 Stealth 15- 3 Tactics 13- 0 TF: Small Motorized Ground Vehicles 338 Total Powers & Skills Cost 518 Total Character Cost 200+ Disadvantages 5 Distinctive Features: Always Wears Traditional Chinese Clothing (EC) 10 Hunted: Enemies of the Arcam Foundation (AsPow) 8- 10 Hunted: Arcam Foundation (MoPow, NCI, Watching) 8- 15 Psychological Limitation: Code of Honor (C, S) 10 Psychological Limitation: Disdain For "Western Body Fetishes" (C, M) 15 Reputation: World's greatest "chi" martial artist 14- 15 Social Limitation: Secret ID (Mirage) (F, M) 20 Social Limitation: Subject To Orders (VF, M) 218 Chi Martial Artist Bonus 518 Total Disadvantage Points Background/History: Oboro is Arcam's most powerful operative and is Yu Omine's martial arts master. He is the world's greatest "chi martial artist" and is capable of incredible displays of martial arts skill. Mirage is the name that most people know Oboro by. However, the Mirage persona has no connection to Arcam. Personality/Motivation: Oboro is pretty much at peace with the universe. He doesn't get excited or angry, and really doesn't seem impressed by much of anything. He remains calm, both in mind and spirit, and approaches problems rationally. His Code of Honor is an attempt to sum up this attitude. In Striker, this Code is demonstrated by Oboro's treatment of Bo Brantze. Oboro doesn't kill him, but simply defeats Bo at his own game. He then leaves Bo, refusing to kill him, but instead telling him "You have potential. Make good use of it. Train yourself!! If you still wish to die, then return and I will do you the honor." In a similar fashion, he hits Col. Kurtheimer with his Dim Mak, telling the Nazi that "As you die a slow and painful death, you will have time to regret your evil deeds." Oboro isn't a big fan of bodybuilding, artificial enhancements, and such devices as powered armor either. He feels that if one trains well, they will have all the skill they need to be effective. To some extent, he is proof that he is right. Quote: "Your muscles are just for show. All they do is slow you down. You Westerners turn your technique into a fetish." Powers/Tactics: Oboro's powers are based around his manipulation of the world's chi flow, especially through human beings. He is very fast, and usually dodges atatcks by simply stepping out of the way, or Teleporting and Dodging. When fighting, he uses a bare minimum of movement, and simply tries to resolve the situation as quickly as possible. He will not taunt or play with a target, unless it is needed (such as getting Bo Brantze to chase him instead of Yu Ominae). Oboro's Dim Mak strike alters the target's heartbeat, slowly killing whomever it hits. His Deactivation Strike is a simple punch that renders a target immobile, at least until the effect wears off (it is unknown how long that will be, but presume at least 15 minutes to a half-hour). The Internal Chi strike injures one's internal organs. The Indirect advatnage allows the strike to bypass focused, worn body armor, such as an armored muscle suit, but nothing else. As with Bo Brantze, Oboro can create multiple selves. These are not physical duplicates, but simple visual illusions. Appearance: Oboro is of average height and build. His black hair is straight and falls past his shoulders and down his back. He wears traditional Chinese clothing, consisting of trousers, jacket and slippers. Designer's Notes: Oboro's exact powers and abilites are open to speculation. The ones given here are based of abilites demonstrated in the manga, adapted for use in a RPG seting. It is highly likely that Oboro has far more martial arts skills than what is shown here. (Oboro created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  3. LITTLE BOY Val CHA Cost Roll Notes 15/25 STR 5 12-/14- Lift 200 kg; 3d6 HTH Damage/ Lift 800 kg; 5d6 HTH Damage 21 DEX 33 13- OCV: 7 / DCV: 7 20 CON 20 13- 10 BODY 0 11- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 8 COM -1 11- 7 PD 4 Total: 22 PD (15 rPD) 5 ED 1 Total: 20 ED (15 rED) 4 SPD 9 Phases: 3, 6, 9, 12 8 REC 2 40 END 0 30 STUN 2 Value after / is from Omihalcon Armor Suit Total Characteristics Cost: 80 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 73 Omihalcon Armor Suit Weapons: Mulitpower, 110-Point Pool; OIF (Omihalcon Armor Suit; -1/2) 5 1) u Auto-howitzer: RKA 2 1/2d6, Autofire (3 shots, +1/4), Explosive (+1/2), Reduced Endurance (0 END; +1); Extra Time (Full Phase; -1/2), OIF (-1/2) 4 2) u High-Tensile Cutting Wire: RKA 4d6, Reduced Endurance (0 END; +1/2); OIF (-1/2), No Range (-1/2), Reduced Penetration x2 [4 x 1d6 RKA] (-1/2) 16 High-Tensile Cutting Wire: Stretching 3", Reduced Endurance (0 END; +1/2), OIF (Omihalcon Armor Suit; -1/2), Always Direct (-1/4), Only To Cause Damage (-1/2), Limited Body Part (armbands; -1/4), No Noncombat Stretching (-1/4) 7 Omihalcon Armor Suit: +10 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), OIF (-1/2) 37 Omihalcon Armor Suit: Armor (15 PD/15 ED), Hardened (+1/4); Covers All Locations But Location "3" [face] (-0), OIF (-1/2) Skills: 16 Combat Skill Levels: +2 with Combat 0 AK: Home Area 8- 3 Climbing 13- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 2 KS: Military/Mercenary/Terrorist World 12- 2 KS: Machiner's Platoon History and Customs 11- 0 Language: English (native) 0 Paramedic 8- 2 PS: Soldier 11- 0 Shadowing 8- 0 Stealth 8- 3 Stealth 13- 0 TF: Small Motorized Ground Vehicles 3 WF: Small Arms, HMG, Knife 173 Total Powers & Skills Cost 253 Total Character Cost 150+ Disadvantages 5 Distinctive Features: Ugly Face, Missing Most Of His Teeth (EC) 10 Hunted: Machiner's Platoon and MJ-12 (MoPow, Watching, NCI) 8- 15 Psychological Limitation: Bully (C, S) 15 Psychological Limitation: Casual Killer (C, S) 20 Social Limitation: Subject To Orders (VF, M) 38 Little Boy Bonus 253 Total Disadvantage Points Background/History: Little Boy is Fatman's partner, and another member of the Machiner's Platoon. Personality/Motivation: Little Boy is a brutal killer, and seems to be a bit of a bully, gleefully pushing around anyone he considers weaker than himself. Quote: "Heh, heh, heh... Bunch of losers... Do you think wimps like you could beat trained assassins?!" Powers/Tactics: Little Boy's armored suit is the same as Fatman's (and Yu Omine's) but doesn't seem to grant him the same level of strength as it does for either. He is fairly quick, but ends up no match for Jean Jaquemonde, who manhandles him seemingly without effort in their fight. Little Boy tends to use his auto-howitzer, unless dealing with a single target, in which case he will use the high-tensile cutting wires. Appearance: Little Boy is of average height, with a thin build and a fairly ugly face. He wears a full suit of omihalcon armor, with a loose poncho over that. (Little Boy created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  4. KOICHI MOROHA Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage 21 DEX 33 13- OCV: 7 / DCV: 7 15 CON 10 12- 10 BODY 0 11- 15 INT 5 11- PER Roll 12- 18 EGO 16 13- ECV: 6 18 PRE 8 13- PRE Attack: 3 1/2d6 16 COM 3 12- 6 PD 3 Total: 6 PD (0 rPD) 4 ED 1 Total: 4 ED (0 rED) 4 SPD 9 Phases: 3, 6, 9, 12 6 REC 0 30 END 0 26 STUN 0 Total Characteristics Cost: 83 Movement: Running: 6" / 12" Leaping: 10" / 20" Swimming: 2" / 4" Cost Powers & Skills 120 Psi Powers: Multipower, 150-Point Pool; No Knockback (-1/4) 12 1) u Telekinetic Shred: RKA 4d6, Area of Effect (One Hex; +1/2), Invisible To Sight Group (+1/2), Reduced Endurance (0 END; +1/2); No Knockback (-1/4) 8 2) u Tornado Beast: RKA 2d6, Area Of Effect (7" Any Area; +1), Continuous (+1), Reduced Endurance (0 END; +1/2); No Knockback (-1/4) 32 Hihiirokane Sword: HKA 2d6 (2 1/2d6 w/STR), Penetrating (+1/2), Reduced Endurance (0 END; +1/2): OAF (-1) 10 Psi-Assisted Leap: Leaping: +7" (10" total), Reduced Endurance (0 END; +1/2) Perks: 4 Contact: 2 @ 11- Skills: 6 Combat Skill Levels: +2 with Psi Powers 4 Combat Skill Powers: +2 with Hihiirokane Sword 0 AK: Japan 8- 2 AK: Pacific Rim 11- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 High Society 13- 1 KS: Ancient Relics 8- 1 KS: Arcam Foundation 8- 3 KS: Espionage World 13- 0 Language: Japanese (native) 3 Language: Russian (complete) 0 Paramedic 8- 2 PS: KGB Agent 1- 3 Shadowing 13- 3 Stealth 13- 3 Streetwise 13- 0 TF: Small Motorized Ground Vehicles 3 WF: Small Arms, Sword 219 Total Powers & Skills Cost 302 Total Character Cost 150+ Disadvantages 10 Hunted: Komitet Gosudarstvennoi Bezopasnosti (KGB) (MoPow, Watching, NCI) 8- 20 Psychological Limitation: Casual Killer (VC, S) 20 Psychological Limitation: Megalomania (Wants to rule the world) (VC, S) 20 Social Limitation: Subject To Orders (VF, M) 82 Tornado Beast Bonus 302 Total Disadvantage Points Background/History: Koichi Moroha is a Komitet Gosudarstvennoi Bezopasnosti (KGB) agent assigned to the Far East sector. As a member of the Moroha family, Koichi has impressive esper/psi powers, including the deadly "Tornado Beast," a psychokinetic whirlwind capable of shredding an unprotected target. He goes up against Yu Omine looking for the Fire Orb, which he will use to control volcanoes and rule the world. Personality/Motivation: Koichi is arrogant and ruthless. He is willing to kill anyone and everyone he comes across (including his own agents) in order to accomplish his mission of recovering the Fire Orb. Quote: "You lose, kid, I'm omnipotent now!!" Powers/Tactics: Koichi likes to use his Telekinetic Shred to reduce a foe to a pulp. For tough targets, he will use the Tornado Beast. For anything that can withstand that (or in areas where his telekinetic powers would cause too much destruction), he will use his Hihiirokane Sword, "forged of a pure psi-power alloy." The sword can cut through anything. Appearance: Koichi is fairly tall, and handsome, with a slim build. he dresses in expensive suits, even when out in the wilds of Japan. (Koichi Moroha created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  5. JEAN JAQUEMONDE (Werewolf Form) Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage 24 DEX 42 14- OCV: 8 / DCV: 8 30 CON 40 15- 20 BODY 20 13- 8 INT -2 11- PER Roll 11- 10 EGO 0 11- ECV: 3 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 12 PD 4 Total: 12 PD (12 rPD) 10 ED 4 Total: 10 ED (10 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 14 REC 0 60 END 0 55 STUN 0 Total Characteristics Cost: 167 Movement: Running: 12" / 24" Swimming: 2" / 4" Cost Powers & Skills 8 Claws: HKA: 1d6 (2d6 with STR); Reduced Penetration (-1/4), Restrainable (-1/2), END 1 60 Lycanthropic Invulnerability: Physical Damage Reduction, Resistant, 3/4 60 Lycanthropic Invulnerability: Energy Damage Reduction, Resistant, 3/4 11 Lycanthropic Invulnerability: Damage Resistance (12 PD/10 ED) 12 Running: +6' (12" total), END 2 8 Lycanthropic Invulnerability: Healing 1d6 (Regeneration; 1 BODY per Turn), Reduced Endurance (0 END; +1/2), Persitant (+1/2); Extra Time (1 Turn; -1), Self Only (-1/2) 90 Lycanthropic Rage: Healing END and STUN 10d6, Variable Effect (+1/2), Reduced Endurance (0 END; +1/2), Trigger (when multiforming into werewolf form; +1/4); Self Only (-1/2), Only Works When Assuming Werewolf Form (-1) Skills: 20 Combat Skill Levels: +4 with HTH 3 Climbing 14- 3 Survival 11- 275 Total Powers & Skills Cost 442 Total Character Cost 200+ Disadvantages 20 Accidental Change: To Human Form Once All Visible Enemies Are Defeated (Always) 45 Berserk: In Combat 14- / 8- 25 Distinctive Features: Horrid man-beast (NC, Ext) 15 Physical Limitation: Animal Intellegence (F, G) 10 Physical Limitation: Limited Manipulation (F, S) 15 Psychological Limitation: Multiform Amnesia 25 Psychological Limitation: Overriding Desire To Kill Anything That Moves (VS, T) 102 Experience 442 Total Disadvantage Points Designer's Notes: This is Jean's werewolf form. It is a touch bigger than Jean, and a lot stronger. The special effect for the Damage Reduction is that his wounds close up almost instantly. (Jean Jaquemonde created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  6. JEAN JAQUEMONDE (Human Form) Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage 24 DEX 42 14- OCV: 8 / DCV: 8 20 CON 20 13- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 18 COM 8 13- 8 PD 2 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 10 REC 0 40 END 0 40 STUN 0 Total Characteristics Cost: 153 Movement: Running: 12" / 24" Swimming: 2" / 4" Cost Powers & Skills 44 Shape Shifting: Multiform (assume 442-point wolfman form; true form is 286-point human form): Only When Jean Sees His Own Blood (-1) 23 Franchi Special Purpose Automatic Shotgun (SPAS-12): RKA 2d6+1, Increased STUN Multiplier (+1/4); 12 Shots (-1/4), OAF (-1) plus +1 OCV, +1 RMod; OAF (-1) 15 Resistance to Injury: Physical Damage Reduction, Resistant, 1/4 10 Resistance to Injury: Physical Damage Reduction, Resistant, 1/4; Stun Only (-1/2) 12 Running: +6' (12" total), END 2 Skills: 20 Combat Skill Levels: +4 with HTH 0 AK: France 8- 0 Climbing 8- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 2 KS: Arcam Foundation 11- 1 KS: Ancient Artifacts 8- 0 Language: French (native) 0 Paramedic 8- 2 PS: Striker 11- 0 Shadowing 8- 0 Stealth 8- 1 TF: Small Motorized Ground Vehicles, Construction & Agricultural Vehicles 3 WF: Small Arms, Rocket Launchers 133 Total Powers & Skills Cost 286 Total Character Cost 150+ Disadvantages 20 Accidental Change: To Werewolf Form If He Sees His Own Blood (Always) 10 Hunted: Enemies of the Arcam Foundation (AsPow) 8- 10 Hunted: Arcam Foundation (MoPow, NCI, Watching) 8- 10 Psychological Limitation: Air Of Arrogance; "I am the prince of the Striker Brigade!" (C, M) 20 Psychological Limitation: Hardhearted; "There is nothing to be gained from keeping these scum alive." (VC, S) 15 Psychological Limitation: Multiform Amnesia 20 Psychological Limitation: Prefers To Keep His Cool (VC, S) 20 Social Limitation: Subject To Orders (VF, M) 11 Experience 286 Total Disadvantage Points Designer's Notes: Jean Jaquemonde's abilities are very unusual, and he seems superhumanly strong in his human form as well as his werewolf form. His ability to toss around Little Boy certainly showed he had greater than normal strength, and his speed is evident from how he runs circles around Little Boy and rescues Yu Ominae from the exploding ark. Background/History: Jean is one of Arcam's Strikers. He is a native of France, but little else about him is known. Personality/Motivation: As a human, Jean is fairly arrogant and conceited. He constantly rides Yu for his combat ineptness and for being too kindhearted to his enemies. He is fairly violent and unrestrained in combat and shows his enemies no mercy. On the other hand, he also admits to Yu that the one think he likes about Yu is the fact he's a "sucker." Quote: "Jean Jaquemonde is here to stomp on oppressors. You fit the bill." Powers/Tactics: Jean is a fairly powerful Striker. He is very fast and very strong (he tosses Little Boy about with ease). He is armed with a SPAS-12 shotgun, and is more than willing to use it if needed. Jean also has a potent hidden talent; if he is wounded and sees his own blood, he transforms into a bestial werewolf, which is strong enough to hurl a forklift and regenerates almost instantly from any wound. This werewolf form has little self-control and will quickly kill any moving thing it sees. Naturally, Jean dislikes assuming his werewolf form and prefers (as he puts it) to keep his cool. Appearance: Jean is tall, handsome and has long blond hair he wears in a ponytail. He is armed with a SPAS-12 shotgun, and normally wears a bomber jacket and WWII-styled infantry trousers and boots. (Jean Jaquemonde created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  7. CAPTAIN IWAO AKATSUKI Val CHA Cost Roll Notes 20/48 STR 10 13-/19- Lift 400 kg; 4d6 HTH Damage / Lift 18.5 tons; 9 1/2d6 HTH Damage 23 DEX 39 14- OCV: 8 / DCV: 8 23 CON 26 14- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 12 COM 1 11- 8 PD 4 Total: 23 PD (15 rPD) 7 ED 2 Total: 22 ED (15 rED) 4/5 SPD 7 Phases: 3, 5, 8, 10, 12 9 REC 0 46 END 0 40 STUN 3 Value after / is from Omihalcon Machine Suit Total Characteristics Cost: 127 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 38 Styer Automatisches Universal Gewehr CSL: RKA 2d6, Autofire (5 shots; +1/2), 40 Shots (+1/2); OAF (-1) plus +2 OCV, +2 RMod; OAF (-1) 14 Styer GB-100: RKA: 1d6+1, 18 Shots (+1/4), OAF (-1) plus +1 OCV; OAF (-1) 8 Combat Knife: HKA 1d6-1 (1d6+1 with STR), Reduced Endurance (0 END; +1/2); OAF (-1) plus Ranged (+1/2) for HKA 1d6-1; OAF (-1), 1 Recoverable Charges (-1 1/4), Range Based On STR (-1/4) 0 21 Omihalcon Machine Suit: +28 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), OIF (-1/2) 37 Omihalcon Machine Suit: Armor (15 PD/15 ED), Hardened (+1/4); Covers All Locations But Location "3" [face] (-0), OIF (-1/2) 7 Omihalcon Machine Suit: +1 SPD, OIF (-1/2) Martial Arts: Hand-to-Hand Training Maneuver OCV DCV Damage 4 Backfist +2 +0 11 1/2d6 Strike 4 Block +2 +2 Block, Abort 5 Kick -2 +1 13 1/2d6 Strike 4 Punch +0 +2 11 1/2d6 Strike 5 Side/Spin Kick +1 -2 13 1/2d6 Strike 3 Throw +0 +1 9 1/2d6 +v/5; Target Falls Perks: 3 Perk: Trident Captain Skills: 24 Combat Skill Levels: +3 with Combat 0 AK: Japan 8- 3 Breakfall 14- 3 Climbing 14- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Language: English (fluent) 0 Language: Japanese (native) 2 KS: Military/Mercenary/Terrorist World 12- 2 KS: Trident History and Customs 11- 0 Paramedic 8- 2 PS: Soldier 11- 0 Shadowing 8- 3 Stealth 14- 0 TF: Small Motorized Ground Vehicles 3 WF: Small Arms, HMG, Knife 198 Total Powers & Skills Cost 325 Total Character Cost 150+ Disadvantages 5 Distinctive Features: Scars On Face Over One Eye (EC) 10 Hunted: Trident (MoPow, Watching, NCI) 8- 15 Psychological Limitation: Only Trusts Himself (VC, M) 15 Psychological Limitation: Thrillseeker (C, S) 10 Reputation: Boomerang - always returns from a mission, no matter how lethal. 11- 20 Social Limitation: Subject To Orders (VF, M) 100 Boomerang Bonus 325 Total Disadvantage Points Background/History: Iwao Akatsuki is a Japanese operative for Trident. He is known by the nickname of "Boomerang," as he never fails to return from a mission, no matter how deadly. Personality/Motivation: Iwao seems to be in it for the thrill of living life on the edge. His quote (see below) pretty much sums up his personality. He is not without out a sense of honor, however, and teams up with Yu and Yoshino to assist them in escaping from The Forest Of No Return. Quote: "I'm not interested in any life without death. See, this is actually my idea of a good time. A game of life and death... I'm in this business for the thrill of it!" Powers/Tactics: Iwao uses a "machine suit" similar to Arcam's armored muscle suit, except it sacrifices ability for increased power. This suit is based off of the suits used by Fatman and Little Boy. In addition, Iwao is a skilled martial artist, and carries a wide assortment of weapons. Appearance: Tall, and good-looking, Iwao's features are marred by a pair of scars that run along the lower-left of his forehead, over the far-end of his eyebrow. Iwao has black hair and brown eyes, and a strong build. Designer's Notes: Iwao carries highly advanced Trident weapons when on a mission. The equipment listed is only meant to be a sampling of his possible gear. (Iwao Akatsuki created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  8. FATMAN Val CHA Cost Roll Notes 30/50 STR 20 15-/19- Lift 1600 kg; 6d6 HTH Damage/ Lift 25 tons 10d6 HTH Damage 18 DEX 24 13- OCV: 6/DCV: 6 25 CON 30 14- 20 BODY 20 13- 10 INT 0 11- PER Roll 11- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 8 COM -1 11- 12 PD 6 Total: 27 PD (15 rPD) 10 ED 5 Total: 25 ED (15 rED) 4 SPD 12 Phases: 3, 6, 9, 12 11 REC 0 50 END 0 50 STUN 2 Value after / is from Omihalcon Armor Suit Total Characteristics Cost: 138 Movement: Running: 7" / 14" Swimming: 2" / 4" Cost Powers & Skills 82 7.62 Gatling Gun: Multipower, 165-Point Pool, OAF (-1) 5 1) u Burst: RKA 2d6+1, Autofire (10 shots; +1), Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1); OAF (-1) plus +3 OCV, +4 RMod; OAF (-1) 7 2) u Suppress: RKA 4d6, Area Of Effect (10" Any; +1), Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Reduced Penetration (-1/4) 7 Bio-Technical Augmentation: Reduced Endurance (1/2 END; +1/4) on 30 STR, END 1 15 Omihalcon Armor Suit: +20 STR, Reduced Endurance (0 END; +1/2); No Figured Characteristics (-1/2), OIF (-1/2) 37 Omihalcon Armor Suit: Armor (15 PD/15 ED), Hardened (+1/4); Covers All Locations But Location "3" [face] (-0), OIF (-1/2) 4 Huge: Knockback Resistance -2" KB 2 Huge: Running: +1" (7" total), END 1 4 Reach: Stretching 1â€, Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) Skills: 5 Combat Skill Levels: +1 with Hand-To-Hand 4 Combat Skill Levels: +2 with 7.62 Gatling Gun 0 AK: Home Area 8- 3 Climbing 13- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 2 KS: Military/Mercenary/Terrorist World 12- 2 KS: Machiner's Platoon History and Customs 11- 0 Language: English (native) 0 Paramedic 8- 2 PS: Soldier 11- 0 Shadowing 8- 0 Stealth 8- 3 Tactics 11- 0 TF: Small Motorized Ground Vehicles 3 WF: Small Arms, HMG, Knife 187 Total Powers & Skills Cost 325 Total Character Cost 150+ Disadvantages 15 Distinctive Features: Huge Size And Scarred Face (NC) 10 Hunted: Machiner's Platoon and MJ-12 (MoPow, Watching, NCI) 8- 5 Physical Limitation: Large (I, S) 15 Psychological Limitation: Casual Killer (C, S) 15 Psychological Limitation: Highly Overconfident When In His Omihalcon Armor Suit (C, S) 20 Social Limitation: Subject To Orders (VF, M) 95 Fatman Bonus 325 Total Disadvantage Points Background/History: A member of MJ-12's Machiner's Platoon, Fatman wears a full suit of omihalcon armor and carries a massive gatling gun as his main weapon. Personality/Motivation: Fatman is fairly confident in his suit and gear, and gleefully slaughters the Arcam soldiers until Yu Ominae takes him out of the fight. Quote: "Ha, ha, ha! As long as I'm wearing this armor, you can't hurt me! Now I'm going to finish killing all of you Arcam chumps!" Powers/Tactics: Fatman wears a full suit of omihalcon armor and is strong enough to haul around a heavy gatling gun, fling Yu Ominae around like a rag doll, and smash an equipment truck. Due to his armor, he doesn't bother to dodge or find cover, and usually uses the Suppress slot to hose down an area with bullets. Appearance: Fatman stands a towering 8 to 9 feet in height. As his name suggests, he is fairly hefty. Under his armor, his face looks to be slightly scarred. Designer's Notes: Fatman's STR was roughly based on his ability to smash a truck with one blow, as well as being able to hurl Yu Ominae about with ease. His base STR of 30 was taken from the fact I gave Victor Shutrov, who is about the same size (maybe smaller), "only" a 28 STR. (Fatman created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  9. COLONEL MACDOUGAL Val CHA Cost Roll Notes 3 STR -7 10- Lift: 37.5 kg, 0d6 HTH Damage 20 DEX 30 13- OCV: 7/DCV: 7 10 CON 0 11- 5 BODY -10 10- 30 INT 20 15- PER Roll 15- 30 EGO 30 15- ECV: 10 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 2 PD 1 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 4 SPD 10 Phases: 3, 6, 9, 12 4 REC 4 20 END 0 12 STUN 1 Total Characteristics Cost: 84 Movement: Running: 4" / 8" Swimming: 1" / 2" Cost Powers & Skills 175 Magnetic Field Amplifier: Multipower, 175-Point Pool 17 1) u Telekinesis: Telekinesis (40 STR), Affects Porous (+10 pts), Area Of Effect (10" Cone; +1), Invisible To Sight Group (+1/2), END 17 17 2) u Force Blast: EB 14d6, Area Of Effect (10" Cone; +1), Invisible To Sight Group (+1/2), END 17 12 3) u Shockwave: RKA 5d6, Indirect (+1/2), Invisible To Sight Group (+1/2); No Knockback (-1/4), END 15 11 4) u Telekinetic Wall: Force Wall (23 PD/23 ED), Invisible To Sight Group (+1/2); No Range (-1/2), END 17 43 Magnetic Field Energy: End Reserve: 100 END/33 REC -4 Small Size: Running: -2" (4" total), END 1 -1 Small Size: Swimming: -1" (1" total), END 1 Perks: 5 Fringe Benefit: Commander of the Machiner's Platoon Skills: 6 Combat Skill Levels: +2 with Psi Power Multipower 10 Hard To Hit: +2 DCV 0 AK: Home Area 8- 0 Climbing 8- 2 Concealment 15-; Self Only (-1/2) 0 Conversation 8- 0 Deduction 8- 2 KS: Arcam Foundation 11- 3 KS: MJ-12 and the Machiner's Platoon 15- 2 KS: "Noah" 11- 1 Language: Ancient Hebrew (literate) 0 Language: English (native) 0 Paramedic 8- 3 PS: Commander of the Machiner's Platoon 15- 0 Shadowing 8- 3 SS: Environmental Science 15- 3 SS: Meteorology 15- 3 Stealth 13- 3 Tactics 15- 316 Total Powers & Skills Cost 400 Total Character Cost 200+ Disadvantages 15 Distinctive Features: 10-12 Year-Old Child With Mis-Matched Eyes (NC) 10 Hunted: Machiner's Platoon and MJ-12 (MoPow, Watching, NCI) 8- 5 Physical Limitation: Small (I, S) 15 Psychological Limitation: Casual Killer (C, S) 20 Psychological Limitation: Megalomaniac; Wants To Build A New World/Create New Life (C, T) 20 Social Limitation: Subject To Orders (VF, M) 115 Experience 400 Total Disadvantage Points Background/History: Colonel MacDougal is the Commander of the Machiner's Platoon, and according to Little Boy, the Platoon's strongest soldier. Physically, he isn't all that imposing, being approximately 10 years-old. Professor Mayzel states that a "brain magnetic field amplifier" was implanted in MacDougal's head, a procedure with only a 1% survival rate. The device can and will kill MacDougal without warning, and even MacDougal admits to having a lifespan of only a few more years. Personality/Motivation: MacDougal is a classic megalomaniac. He wants to get inside Noah's arc so he can use Noah itself to wipe out the human race and create a new world and new life. He works for MJ-12 only as long as it is convenient for him, and then turns against them (and the rest of humanity) once he has Noah in his possession. Quote: "I got the power of a god from MJ-12. But, I must say I'm grateful to them... they've allowed me to pass judgment on the human race!" Powers/Tactics: MacDougal's powers are psychokinetic in nature, and include invisible forceblasts, a lethal shockwave, telekinesis, and protective force fields. He is seen pushing clouds of gas around, as well as telekinetically smashing an entire roomful of men in a single shot. His shockwave is defined as "Indirect," as he injures Yu Ominae inside his armored suit. MacDougal may have other powers, but since his appearance in Striker is limited to only a few pages, I didn't try to go any further. Appearance: MacDougal is a small boy, standing about three-and-a-half feet tall. He wears jeans, sneakers, shirt, a baseball hat, and what looks like a high school letterman's coat. His hair is blond. (Colonel MacDougal created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  10. LIEUTENANT BO BRANZTE Val CHA Cost Roll Notes 20 STR 15 13- Lift 400kg; 4d6 HTH Damage 26 DEX 48 14- OCV: 9 / DCV: 9 25 CON 30 14- 15 BODY 10 12- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 18 PRE 8 13- PRE Attack: 3 1/2d6 10 COM 0 11- 12 PD 8 Total: 12 PD 10 ED 5 Total: 10 ED 6 SPD 24 Phases: 2, 4. 6, 8, 10, 12 9 REC 0 50 END 0 40 STUN 2 Total Characteristics Cost: 150 Movement: Running: 18" / 36" Swimming: 2" / 4" Teleport: 18" Cost Powers & Skills Martial Arts: Hand-to-Hand Skill; Maneuver OCV DCV Damage 4 Block +2 +2 Block: Abort 4 Dodge +0 +5 Dodge vs All; Abort 5 Kick +1 -2 10d6 Strike 4 Punch +2 +0 8d6 Strike 8 +2 Damage Classes with MA 1 Use Art With Knife 8 Combat Knife: HKA 1d6-1 (1d6+1 with STR), Reduced Endurance (0 END; +1/2); OAF (-1) plus Ranged (+1/2) for HKA 1d6-1; OAF (-1), 1 Recoverable Charges (-1 1/4), Range Based On STR (-1/4) 0 24 Superspeed: Running +12" (18" total), END 4 20 Superspeed: Teleport 18"; No Noncombat Teleport (-1/4), Only To Places The Character Can Normally Reach (-1/2), END 4 29 Multiple Selves: Sight Group Images, -4 to PER Roll, Increased Size (16" Radius; +1); No Range (-1/2), END 4 20 Superspeed: Invisibility To Sight Group, Reduced Endurance (0 END; +1/2); Must Move At Least 9" Per Phase (-1/2) Perks: 2 Fringe Benefit: Rank in the Third Reich Skills: 10 Combat Skill Levels: +2 with Hand-to-Hand 3 Acrobatics 14- 0 AK: Germany 8- 3 Breakfall 14- 3 Climbing 14- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Language: English (fluent) 0 Language: German (native) 2 KS: Third Reich History And Customs 11- 1 KS: Unusual Martial Arts Techniques 8- 0 Paramedic 8- 2 PS: Soldier 11- 0 Shadowing 8- 0 Stealth 8- 3 Tactics 11- 0 TF: Small Motorized Ground Vehicles 3 WF: Small Arms, Knife 162 Total Powers & Skills Cost 312 Total Character Cost 150+ Disadvantages 5 Hunted: Agents of the Third Reich (MoPow, Watching) 8- 15 Psychological Limitation: Doesn't Like To Hurt Women/Children (C, S) 15 Psychological Limitation: Loyal To The Cause Of The Third Reich (C, S) 5 Rivalry: Oboro/Striker (prof.) 5 Unluck: 1d6 117 Neo-Nazi Bonus 312 Total Disadvantage Points Background/History: Bo Brantze is a Neo-Nazi and supporter of the Third Reich. He is one of the Reich's prized operatives, as his accelerated reflexes and speed come in very useful in completing the missions required by him by the Reich. After tangling with Yu Ominae and Oboro over the Crystal Skull, Bo changed his training regimen, doing away with the drugs he originally used to grant him superspeed and going with natural skill alone. The only problem was that Yu refused to fight fair, and ended up leaving Bo buried in a snowbank. Personality/Motivation: Bo is an ardent support of the Nazi cause and can't wait until the Third Reich returns to its former glory by taking over the world. On the other hand, he has a somewhat honorable side to him, and won't take hostages or try to harm women or children. At one point, he gives Yoshino and Tea the chance to surrender the Holy Grail so he won't have to take it by force. Note -- Bo has no liking for Oboro or Yu and wants nothing better than to destroy either of them. Quote: "You know, if there's one thing I hate more than cowards who take hostages, it's traitors!!" Powers/Tactics: Bo's superspeed was originally the result of artificial hyper-development of his muscles (basically steroids). After his defeat by Oboro, he went into a grueling training period and got away from using drugs to enhance his abilities. Bo's powers include the ability to run at high rates of speed, to be able to run so fast as to simply blink from place to place, and to run fast enough to be invisible to the eye. He can also create multiple visual images of himself in order to confuse an opponent. He tends to use his powers to try and attack and overwhelm a target, confusing them as to his true intent and direction of attack. He tends to use half- and full-moves, keeping his invisibility up and using his great speed to remain untouchable from incoming attacks. Appearance: Bo is fairly tall, with a well-developed, muscular build. He has blond hair that comes to just past his ears, and a strongly featured face. Normally he is seen dressed in a black tank-top, fatigue pants and boots. Designer's Notes: At one point, Bo boasts of having developed "awesome fighting techniques" in order to defeat Yu Ominae. The problem is, we never get to see them in action. Thus, Bo could have a variety of superspeed powers beyond what is listed here. He also could benefit from the Speedster Martial Arts style seen in The Ultimate Martial Artist. (Bo Brantze created by Hiroshi Takashige and Ryoji Minagawa, character sheet created by Michael Surbrook)
  11. STRIKER WORLD BACKGROUND Introduction: Striker is an action-adventure manga written by Hiroshi Takashige with art by Ryoji Minagawa. It takes place in the modern day here-and-now, and mixes high-technology, international intrigue, and telekinetic powers with equal parts of gunplay and martial arts. Many characters and elements of the Striker series would work quite well in a superhero setting, and much of Striker is perfect for use in a high-powered Dark Champions setting. Certain elements of the universe could also be used in a cyberpunk, fantasy, or science fiction campaign. History of the World: A very long time ago, a great civilization arose that possessed scientific knowledge and achievements that greatly surpassed those of the late 20th Century. The civilization fell as the result of a great war, brought upon by unchecked technological advancement and development. These wars were fought in and around the Indian subcontinent, and were eventually chronicled in such epic poems as the Mahabharata and the Ramayanda. At some point many great artifacts created by this civilization were sealed away or hidden, lying dormant until being rediscovered in the 20th Century. Message plates have been found as well, written in ancient Hebrew, stating the following: These plates are made from an unknown substance and cannot be damaged by any conventional force known to man. Many of the artifacts have been detected though the use of satellites, usually through the discovery of unusual magnetic fields. Once one is confirmed, various military and corporate teams will rush to the site, trying to be the first to uncover and secure the artifact. The Arcam Foundation is dedicating to finding these ancient artifacts, and in most cases, sealing them away, following the wishes of the message plate and keeping the objects out of the hands of those that would use them for the wrong purposes. World Notes: Aside from ultra-advanced technology the of the ancient artifacts, the world of Striker features paranormal powers as well. Several of the characters possess telekinetic powers, while at least one is an actual magician. In addition, highly-advanced biotechnology is exhibited, as well as more 'conventional' forms of comic book super-science. Additional notes on these powers will be found amid the various character write-ups. Game Masters should be able to develop new character concepts with ease from then on. Major Organizations and Corporations: Arcam Foundation: The Arcam Foundation is dedicated to uncovering and sealing away the various ancient artifacts before they can fall into the wrong hands. The Foundation also conducts research on these artifacts, in the hopes of understanding more about them and how to use them safely. The Foundation has locations in the American and Japan, as well as research centers around the world. One of these centers, located in India, was destroyed when a berserker (see below) self-destructed. In order to safeguard its operations, Arcam employs a special operations unit with the code-name of "Strikers." The chief striker is one Yu Ominae, the central character in the stories. He is a high school student, and attends an Arcam-run institution when not out on a mission. Campwell Company: This European corporation is a co-funder of the Trident development group. Clovers Heavy Industry: This American corporation is a co-funder of the Trident development group. Machiner's Platoon: This group is the combat arm of MJ-12. The actual extent of the platoon is unknown, as only three members (Col. MacDougal, Fatman, and Little Boy) are ever seen. Some comments made in the series seem to assign the platoon to the American military instead of MJ-12. MJ-12 This is a group of 12 multi-national corporation united in a plan to control the world. They will stop at nothing to achieve that goal and certainly seem to believe that "the end justifies the means." They try to take the artifact known as "Noah" to achieve their goal. If they ever succeed, MJ-12 will do away with the idea of countries and nationalities, and instead have everyone work for the corporate good. US Armored Corps.: A division of the US military that uses armored suits when on operations. Takasumi Zaibatsu: This Japanese corporation is a co-funder of the Trident development group. Trident Trident is a weapons development group that used to be a part of NATO. Currently they are an "illegal organization" searching for artifacts and relics to devices and build new super-weapons to sell to various military forces. They employ their own cadre of super-soldiers, all of who are usually armed with highly advanced weapons (such as caseless assault rifles). Major Characters: A write-up accompanies each of these entries. With the exception of Striker, most of the write ups are fairly brief with regards to powers, skills, disadvantages and background material. This is due to the fact that most of the characters only appear in a single story, and most don't survive the end of the story. Lieutenant Bo Brantze: A Neo-Nazi and Third Reich operative, Brantze has impressive super-speed powers Colonel MacDougal: MacDougal is a member of the Machiner's Platoon. He looks to be about 12 years old, and has a "magnetic field amplifier" in his head, which grants him massive telekinetic powers. This amplifier is also slowly killing him. Fatman: Fatman is a member of the Machiner's Platoon. He is a giant of a man, standing some 8 feet tall and strong enough to carry a 7.62mm mini-gun as a weapon. He wears an armored muscle suit made from omihalcon that renders him invulnerable to conventional weaponry. Jean Jaquemonde: Jean is a striker. A native of France, he has long hair and an arrogant attitude. He is also a werewolf. Iwao Akatsuki: An operative for Trident, Akatsuki uses a prototype "machine suit" similar to the Arcam muscle suit. Koichi Moroha: Koichi is a Japanese KGB agent assigned to the Far East division. He possess extensive telekinetic powers and uses them quite effectively. Little Boy: Little Boy is a member of the Machiner's Platoon. He wears an armored muscle suit much like Fatman's. Oboro/Mirage: The greatest living "chi" martial artist, Oboro is Arcam's most powerful operative and Yu's martial arts master. Victor Shutrov: A product of bio-engineering, Victor stands some 8-9 feet in height, and his "power and intelligence is ten times normal." He is a member of the Speznaz Special Corps. Yoshino Somei: Yoshino is a freelance treasure hunter, who uses her unique necromancy talents to uncover secrets no one else can. Yu Ominae: Arcam's number one operative, Yu is 17 year-old . He uses an Arcam armored muscle suit to great effectiveness. Minor Characters: Adolf Hitler: When World War II ended, certain high-ranking Nazi's rescued some of Hitler's DNA and saved it, eventually growing six (or more) clones. Colonel Kurtheimer: One of the commanders of the Third Reich seeking to return Adolf Hitler to life and resume the Nazi conquest of the world. He is confined to a wheelchair due to a punch he received from Oboro. Hans Schneider: A violent psychopath who works for the Third Reich, Hans uses a knife and likes to inflict pain. Lieutenant Colonel Maria Clemente: A member of the British army, Maria graduated from MIT at the age of 20 with an engineering degree. Needless to say, she is very intelligent Miss Margaret: Margaret is Professor Mayzel's assistant. Professor Mauser: This English archeologist has the misfortune to uncover a berserker. The berserker is then taken away from him by the British military, who then accidentally activate it. Professor Mauser does not survive the experience. Professor Mayzel: Mayzel is a scientist working for the Arcam Foundation. He seems to have no patience for fools or rash actions, and seems to dislike Jean due to his long hair. Professor Shozo Kawahara: An Arcam scientist, Kawahara discovered a crystal skull, but was killed by Hans Schneider before he could turn it over to Arcam. Rie Yamabishi: Rie is a 16 year-old girl and a certified genius of linguistics. Although originally a native of Japan, she now lives in American and is a professor at Cornell University. Suzuko Kawahara: Professor Shozo Kawahara's daughter, Suzuko is a school teacher who helps Yu Ominae recover the crystal skull. She also accepts a teaching position at the Arcam-run school in Japan. Tea Flatte: One of Arcam's Strikers, Tea is described by Yu as "a bad-assed witch...". Exactly who (or what) she is is open to speculation, as nothing is said about her origins. The only real clue we have is a comment from a Hitler clone, which is that her style of magic shows she (Tea) is older than she looks. Tea then gives an angry retort to the effect of "how dare you mention my age!" Tea's magic is very interesting. She seems to be able to teleport into and out of buildings (but only if no one is looking), twist the space continuum to reflect an attacker's bullets back at them (a very potent form of Missile Deflection), and summon Calling Beasts from sheets of paper with pentacles drawn on them. The one time she actually summons her Calling Beasts, they appear as winged lions. There is a delay between her summoning the Beasts and their actual appearance, if one can grab the paper out of the air and tear it apart, then the Beasts will not appear. Tea is of average height, with long curly black hair. She dresses in a long black coat and beret. Yamamoto: Yamamoto is a high-ranking official at Arcam Japan and is Yui's direct supervisor. Ancient Artifacts and Related Items: Ambrosia:This is an extinct species of flower that originally grew high in the Himalayas. It was a prime ingredient for the "Nectar of the Gods." Berserker: This is an immense killing machine that stands around 9 feet tall and about 5 feet wide, and resembles an giant beetle. It is fairly well armored, very strong, seemingly tireless, and equipped with a wide assortment of weapons, including lasers and missiles. If severely injured, it will self-destruct, exploding with the force of a small nuclear weapon. Crystal Skull: This small crystal skull is capable of emitting a burst of energy at 20 million joules if the right oscillation is applied to the skull. Fire Orb: A small crystal sphere, this orb was found in the Temple of Fire, located at the foot of Mt. Fuji. With it, one can control volcanoes, causing them to erupt on command. Forest of No Return: This large tract of woods was cursed by the god/hero Rama some time in the distant past. Anyone entering the forest will become lost and disoriented, quickly falling prey to the bizarre and dangerous lifeforms that inhabit the forest. Within the forest is the formula for making the "Nectar of the Gods." Holy Grail: This powerful artifact can resurrect the dead. Those brought back to life gain incredible powers, including healing the sick and injured. Nectar of the Gods: This drink will grant eternal life to anyone who consumes it. It is also called the "Eternal Life Elixir." Noah: Noah is actually Noah's ark, a gigantic ship a full 900 feet long by 150 feet wide. The ship is outside normal space time, so it immune to conventional weapons and damage. Inside are all sorts of animals, including many that are considered fantastical or mythological. Deep inside Noah (possible 2 miles or more) resides Noah itself, a device that can control the Earth's atmosphere, and is capable of raising immense storms and other weather patterns. Omihalcon: A wonder metal refined by the Arcam Foundation, MJ-12, and Trident. It is the primary component of the armored muscles suits used by Striker and various other characters. Vajrayana: Also known as Indra's Lightning Bolt, this scepter can be used to channel the psychic energy of its wielder into bursts of electrical energy.
  12. Re: Mind Flayers That wasn't me. It was sent in to me. And anyone who wants to send me more can go right ahead!
  13. For those who have NINJA HERO, Torii Rinzo is an ex-PC.
  14. I just watched "Equilibrium" and was intruiged by the "gun-kata" sequences. John Preston, Grammiton Cleric may yet get the "Surbrook Treatment," but first I'm interested in suggestions on what gun-kata would entail.
  15. In some 4th edition books I recall seeing Reduced Penetration bought more than once. Say to represent a flurry of claw attacks from a beast. Example: 4d6 HKA; Reduced Penetration x2 (-1/2) = 4x1d6 attacks. Is this still legal/allowed?
  16. (Warning: Character's personality and history may offend some.) SS OBERFUHRER REINHARD GALT Val CHA Cost Roll Notes 16 STR 6 12- Lift 230 kg; 3d6 HTH Damage 14 DEX 12 12- OCV: 5 / DCV: 5 18 CON 16 13- 12 BODY 4 11- 15 INT 5 12- PER Roll 12- 12 EGO 4 11- ECV: 4 20 PRE 10 13- PRE Attack: 4d6 18 COM 4 13- 7 PD 4 Total: 19 PD (12 rPD) 7 ED 3 Total: 7 ED (0 rPD) 4 SPD 16 Phases: 3, 6, 9, 12 8 REC 2 36 END 0 30 STUN 1 Total Characteristics Cost: 87 Movement: Running: 6" / 12" Swimming: 2" / 4" Cost Powers & Skills 9 Ring Of The Anziques: Armor (12 PD); IIF (ring; -1/4), Side Effects (wearer feels strong cannibalistic urges after 24 hours, effect occurs Automatically; -1/2), Non-Magical Attacks Only (-1/4) 2 Food Of Life: Life Support (Immune To Aging), One Continuous Charge Of 1 Year (+1 1/4); Extra Time (1 Hours; -3), Must Devour Human Being During Extended Cannibalistic Ritual (-1) 18 Consume Memories: Clairsentience (Sight, Hearing, Smell/Taste Groups), Retrocognition, One Continuous Charge Of 24 Hours (+1/4); Must Eat The Brains/Living Tissue Of Desired Subject (-2), Only Through The Senses Of Others (-1/2), No Range (-1/2), Retrocognition Only (-1) 51 Consume Memories: Variable Power Pool (skills) 40 base + 20 control No Skill Roll Required (+1); Skills Only Last For 24 Hours (-0) Limited To Skills Belonging To Consumed Victim (-1/2), Must Eat The Brains/Living Tissue Of Desired Subject To Gain News Skills (-2), 7 Enchant Ring Of The Anziques: Major Transform 3d6; Extra Time (1 hours; -3), Gestures (-1/2), Incantations (-1/2), No Range (-1/2), Must Cut Bones From Living Victim To Make Ring (-1) Perks: 3 Fringe Benefit: Member of the Karotechia (SS Oberfurher) Skills: 16 Combat Skill Levels: +2 with Combat 2 Combat Skill Levels: +1 OCV with Luger 2 AK: Brazil 11- 0 AK: Germany 8- 3 Breakfall 12- 7 Climbing 14- 5 Concealment 13- 0 Conversation 8- 0 Deduction 8- 3 Interrogation 13- 1 KS: Cthulhu Mythos 8- 3 KS: Mercenary World 12- 3 Lockpicking 12- 1 Mechanics 8- 3 Paramedic 12- 3 Persuasion 13- 4 PS: Cooking 13- 1 PS: Locksmith 8- 2 PS: Mercenary/Soldier 11- 0 Shadowing 8- 1 SS: Psychology 8- 5 Stealth 13- 1 TF: Small Motorized Ground Vehicles, Tracked Military Vehicles 3 Tracking 13- 4 WF: Small Arms, Blades, Panzer Weapons 3 Linguist 2 Language: Anzique (Completely Fluent) 1 Language: Arabic (Fluent) 1 Language: English (Fluent) 0 Language: German (native) 1 Language: Portuguese (Fluent) 1 Language: Spanish (Fluent) 172 Total Powers & Skills Cost 259 Total Character Cost 150+ Disadvantages 10 Hunted: Delta Green (AsPow) 8- 20 Normal Characteristic Maxima 20 Psychological Limitation: Utter Lack Of Patience For Dealing With Subordinates (C, T) 20 Psychological Limitation: Sadistic Tastes Regarding His Diet (C, T) 10 Reputation: Invincible and undying mercenary 8- (Extreme) 29 Experience 259 Total Disadvantage Points Background/History: Of the various Nazi projects created during the Second World War, no was more dangerous than the Karotechia. Created to research and deal with the occult, the Karotechia repeatedly meddled in things better left alone. One of the men they send out to find such things (in fact, their best agent) was one Reinhard Galt, and SS Oberfuhrer. He traveled all over the world, and towards the end of the War, found himself in the Belgian Congo looking for the Anzique tribe (who were reputed to be invincible in battle). What he found was a tribe of virtual immortals, many over 300 years old. The Anziques possessed the secret of eternal life, and they weren't going to give out such information for free. Galt, on the other hand, was willing to pay any price to learn the secret, and ended up handing over the men under his command to become an immortal like the Anziques. One cannibal feast later and he was inducted into the tribe. Galt spent 6 years with the Anziques, learning various spells and rituals, before returning to Europe and the ranks of ODESSA. He then went on to serve as a military advisor for the Egyptian Army, then left for South American, where he worked with the security forces of various nations. Eventually, he became one of the Karotechia, working to bring about the Fourth Reich's domination of the world. Personality/Motivation: Actually, Galt could careless about controlling the world. He is far more interested in living for as long as possible. He has tired of his fellow Karotechia members, recognizing the limitations of their mortality, and has even less use for the various low-ranking men who live and work around him. Unable to tolerate failure or inefficiency, he's known to kill those who fail him. To make matters worse, Galt's immortality requires him to consume human flesh. Thus, he not only kills those who fail him, but will often eat them as well. He tries out various cannibalistic recipes and has been known to hunt down a person prior to eating them (makes the flesh more flavorful you see). Recently, he's begun to experiment with consume his victims while they are still alive and conscious... Powers/Tactics: Galt's Anzique ring makes him fairly immune to kinetic attacks such as firearms (Note: 12 PD might be too low, rework this to a power level suitable for you. Also -- it might work better as a "Self Only" Force Wall.), and so, he tends to be fairly fearless in a firefight. But he's no fool, and tends to work as efficiently (and effectively) as possible, going into any encounter well armed and well informed. Galt will also withdraw when a situation goes bad, knowing he can try again (and hey, he will outlive his foes anyway). Aside from his Ring, Galt can stop his body from aging by periodically consuming human flesh. I made this a yearly ritual (via the One Year Charge), but it might need to be done more often than that. Suffice to say, Galt now prefers to eat his fellow humans for most meals. He also can access someone's memories and skills by devouring their brain tissue, although only for 24 hours. Finally, buy cutting certain bones from a still-living victim, he can create new rings, enchanting them via an extended ritual. Appearance: Reinhard Galt is 6'3" and 190 lbs of Aryan superman. He has a very muscular build, blond hair, blue eyes, a clean-shaven face, and looks like the poster boy for the Waffen SS. Designer's Notes: SS Oberfuhrer Reinhard Galt comes from the pages of Pagan Publishing's "Delta Green" campaign setting, an excellent sourcebook on mixing modern horror and conspiracy with the Call of Cthulhu Mythos. I highly recommend it. As for Galt, I, for one, would seriously rewrite his stats and skills if I was going to use him in a campaign. I think his DEX and EGO need to be higher. I also think his skills could use some editing. I'd give him a martial arts package -- basic commando training, as well as levels with small arms (not just his Luger). I'd also dump the useless W.W.II skills (like WF: Panzer Weapons), and go with some more modern equipment (like rocket launchers and machine-guns). (Reinhard Galt created by Adam Scott Glancy, character sheet created by Michael Surbrook)
  17. I think most people equate comics superheros with Superman, and this, superhuman strength. I don't think the average new guy does the math and says "Oohhh... STR is a great buy!" I think he (or she) says "I want to be able to do all the stuff superheroes do, y'know, toss cars, bend steel in my bare hands, shrug off bullets."
  18. GRUNTS, about a bunch of orcs who become US Marines. The line is "Sargent, hand me another elf, this one's split."
  19. Susano

    Character: V

    Sure, but look at all his other skills. Security Systems, and all that. He used the entire suite of skills to pull that stunt. Both. He kills everyone who might know who he was at Larkhill. But he doesn't kill every security guard he meets later on. V's DEX & SPD are very open ended. If you presume he never runs into anyone faster than a Competent Normal than the fastest people he ever encounters are DEX 14, SPD 3, and most of the guards he deals with are DEX 11, SPD 3. I think Rapid Attack, Two Weapon Fighting, and the ability to make a 7" half-move pretty much makes up for his "only" having a 4 SPD. OTOH, I gave Deunan Knute (Appleseed) a 23 DEX, 5 SPD, although I felt she was regularly fighting people with more training and higher stats then the security guards V dealt with.
  20. Susano

    Character: V

    From the comic mini-series "V FOR VENDETTA," I present V. "Good evening, London. This is The Voice Of Fate broadcasting on 275 and 285 in the medium wave..." V Val CHA Cost Roll Notes 20 STR 10 13- Lift 400 kg; 4d6 HTH Damage 21 DEX 36 13- OCV: 7 / DCV: 7 18 CON 16 13- 13 BODY 6 12- 18 INT 8 13- PER Roll 13- 18 EGO 16 13- ECV: 6 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 8 PD 4 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 10 Phases: 3, 6, 9, 12 8 REC 0 36 END 0 32 STUN 0 Total Characteristics Cost: 120 Movement: Running: 7" / 14" Swimming: 2" / 4" Cost Powers & Skills 13 Knife: HKA 1D6 (2d6 with STR), Reduced Endurance (0 END; +1/2); OAF (-1) and Ranged (+1/2) for HKA 1d6; 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On STR (-1/4) 10 Two More Knives 15 Finger Strike: HKA 1d6 (2d6 with STR), END 1 2 Fast On His Feet: Running +1" (7" total), END 1 15 Fast On His Feet: Running +7", Reduced Endurance (0 END; +1/2); Only To Make A Half Move (-1) 30 No One Ever Hears Him Come In: Invisibility To Hearing Group, No Fringe Reduced Endurance (0 END; +1/2) 5 Can Virtually See In The Dark: Night Vision Perks: 50 Base: The Shadow Gallery (200-point base) Skills: 20 Combat Skill Levels: +4 with Hand-To-Hand Combat 3 Acrobatics 13- 3 Acting 13- 3 AK: London 13- 3 AK: London Underground 13- 3 Climbing 13- 3 Computer Programming 13- 0 Concealment 8- 0 Conversation 8- 0 Deduction 8- 3 Demolitions 13- 3 Electronics 13- 3 Interrogation 13- 3 Inventing 13- 3 KS: Film 13- 3 KS: Literature 13- 3 KS: Music 13- 0 Language: English (native) 3 Lockpicking 13- 3 Mimicry 13- 3 Oratory 13- 3 Paramedic 13- 3 PS: Gardening 13- 3 PS: Play Piano 13- 5 Rapid Attack (HTH) 3 Security Systems 13- 3 Shadowing 13- 3 Sleight Of Hand 13- 3 SS: Chemistry 13- 3 SS: Psychology 13- 3 SS: Toxicology 13- 0 Stealth 8- 3 Systems Operation 13- 0 TF: Common Motorized Ground Vehicles 10 Two Weapon Fighting (HTH) 3 Weaponsmith (Chemical, Incendiary Weapons) 13- 256 Total Powers & Skills Cost 376 Total Character Cost 150+ Disadvantages 10 Distinctive Features: Echoey Voice (C) 15 DNPC: Evie Hammond (Normal) 11- 20 Hunted: Fate/Eric Finch (AsPow) 14- 20 Normal Characteristic Maxima 15 Psychological Limitation: Dedicated To The Overthrow Of Fate (VC, M) 15 Psychological Limitation: Ruthless In His Methods (C, S) 20 Reputation: terrorist and psychopathic killer, 14- (Extreme) 15 Social Limitation: Secret Identity 96 Experience 376 Total Disadvantage Points Background/History: It is 1997 and England is struggling to survive after the horror of the Third World War. The current government is a fascist one, with the motto of "Strength through purity, purity through faith." They got their start sometime after the war, when a group called "Norsefire" decided it was time to get things back in order -- first by taking away anyone who wasn't like them (i.e. white), and then by taking away the radicals, homosexuals, Communists, and so on. A large number of these people were sent to a placed called "Larkhill Resettlement Camp," which was Nazi-era concentration camp in all but name. There, 48 people were injected with a mixture of pituarin/pinearin extract. After two weeks, all but five of them had died, usually in a horrible fashion. The five survivors were placed in five cells in the medical ward. V was the man placed in Room Five. Unlike everyone else, V didn't seem to be affected by the injections. He remained a physically normal human being (although he was thought to be utterly insane), untouched by the physical alterations that was affected all the other subjects. He simply say in his cell and did nothing. Or so everyone thought. In fact, V was carefully planning his escape from Larkhill, and quite possibly his revenge on "Fate," the government who had but him there. And once he did escape (in a highly dramatic fashion), he then put a plan into motion that would result in the overthrow of Fate and the return of freedom to the people of England. Personality/Motivation: V is an interesting figure. His experiences at Larkhill brought about a great change in him (read "V for Vendetta" to understand how), causing him to dedicate himself to being a one-man revolution against Fate and a fighter for freedom. But at the same time, he is utterly ruthless and a cold-blooded killer. He willingly kills anyone who gets in his way, and in the years before the story even begins, he kills everyone who ever worked at Larkhill -- either out of vengeance, or to eliminate anyone who might know who he really is. Interestingly, although V is utterly devoted to overthrowing Fate, he's not a slave to his ideas. Rather, he understand that things need to be done properly, and is willing to wait years before bring events to their final conclusion. And although he is utterly ruthless and kills without a second thought, he isn't some random psychopath. He kills when he needs to and who he needs to, not just anyone who gets in his way. Quote: "I'm the king of the twentieth century. I'm the bogeyman. The villain. ...the black sheep of the family." Powers/Tactics: Did the hormone injects do anything to V? I think they did. I think they altered him in some way. Made him stronger, faster, and maybe even smarter than the people around him. His physical abilities are quite impressive. He can kill a man simply by punching his fingers into his chest, he can leap from an overpass onto a subway train, run up on (and kill) two (or more) guards armed with hand guns -- while he is armed with knives. One survivor mentions how fast he is, while Evie Hammond states "I didn't hear you come in." to which V replied "No one ever does." He kills a man (several men, in fact) in the dark without making a sound V is also quite intelligent. He created mustard gas and napalm out of simple household cleaners and fertilizers. He knows a great deal about psychology and how to manipulate people. He is able to tap into Fate's computers and disable the monitoring systems. V is no one's fool... Due to his physical abilities, V's tactics are pretty simple. Rush up on his target and kill him with a single knife thrust. He always puts his STR into the blow and usually strikes a vital spot (if you don't use Hit Locations, up his Knives and Finger Strike to 2d6 base to represent this). He will often hit two targets at one, and can fight off four trained guards with ease. Appearance: V is never described. We have no idea who he is or what he looks like (other than that "V" is a man). V is probably Caucasian, but one can't be sure. In her diary, Delia Surridge (the doctor behind the project that created V) describes him as "very ugly." Later, before she dies, she asks V to remove his mask. He does and she calls him beautiful. When he is heard on a radio speaker, his voice echoes, a possible side effect of the treatments. All that can be said about V is that he's a fairly tall man (around 6' in height) with a powerful build (if scattered silhouettes are anything to go on). His costume consists of knee-high black leather boots in the "cavalier" style, gray (or black) trousers, a gray jacket with a wide black belt worn over, black gloves, an ankle-length black cloak, and a tall, wide-brimmed hat reminiscent of the hats worn during the English Civil war era. On his face he wears a Guy Falkes mask, with a brown wig of shoulder-length hair. Designer's Notes: I left some things off of V's character sheet that you might want to include, or at least think about. In his first appearance, he uses an explosive device hidden in a fake hand and tear gas to kill several Fingermen (Fate's secret police). He then renders a large man unconscious for an hour simply by touching his neck and delivering a mild electric shock (I presume this is some sort of taser). Thus, you could give him a gadget pool (to go along with his Inventing skill). I chose not to, as side from these initial examples, he never uses such gadgets again. Another power you could give him is the "Vanishing Teleport" ability, which is X inches of teleport with the Limitations of No Noncombat Movement (-1/4), Only To “Vanish†When No One Is Looking (-1/2), Only To Places The Character Can Normally Reach (-1/2) (see Ninja Hero for more). He manages to disappear rather effectively several times, although this might just be a side effect of his ability to move silently. Finally, Evie Hammond is listed as a DNPC only because I felt the need to fit her in somehow. She's not V's follower, although he does train her to take his place, and I honestly do think he's looking out for her after he sets her free the first time. (V created by Alan Moore and David Lloyd, character sheet created by Michael Surbrook) "England Prevails."
  21. I've started redoing Robert's WOD to HERO material. I've fixed some HTML problems and am owrking on others. I'l reload what I have Monday and keep going.
  22. Sounds like the Malaysian puntianak, which is in the book.
  23. 52 creatures and counting. Actually, I suspect the current number is higher, as many of the entries list multiple options or describe multiple varients of the same theme.
  24. Let's see if I can recall all the sordid details... This has to be the worst set of introductions to a bunch of new supers I have ever seen. It goes something like this. (BTW -- I just watched this mess, I wasn't in it... yet.) Okay, here's the set up. The Art Museum is being robbed by a supervillainess named Crystal. This event is witnessed by Player A. He dashes into the restroom and changes into his... uh.. costume (jogging suit and ski-mask). Running out, he tells Crystal to stop. She turns and says "Who are you?" Player's response? "I... don't have a name yet." Silence reigns... Anyway, they fight. This scene is witness by Player B. He trots his character over and decides to help save the day by activating his Instant Change and adopting his Heroic ID. Did I mention his name is "The Amoeba"? Two cops freak and open fire. One hits, maxes on Body and Stun and puts our hero (who has NO resistant PD) down for the count. (He did have Regen BTW). Sooo... across the street, Player C sees what's happening and has his character swing into action. Swinging across the street, the character lands on a car roof and spouts: "Name's Blackout and you better stop messing with the space freak and the superjock or it's lights out!" GM: "Make a Presence Attack" Player: "Uh... a 4" Us: "Way to go, I don't think even the cops notice you!" Eventually Player A (later known as Jackhammer) and Crystal start hitting each other with a police car. WHAM! WHAM! WHAM! GM rolls some dice... GM: "The car is burning and is going to explode" Jackhammer: "What! Crystal is in there I have to get her out!" US: "You've been hitting her with a CAR! Do you think a 12d6 gas tank explosion is going to slow her down?" GM: "BOOM!!! Oh, and by the way, Jackhammer? You know that mystery disad? It's x 1 1/2 from fire..."
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